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View Full Version : Bug Bail out negates opfire


Koh
November 30th, 2008, 09:57 AM
While fiddling around I couldn't help noticing that bailing out the crew from a vehicle loaded with troops unloads the vehicle without giving the enemy opfire. Is this intended behaviour? Or a result of "this really needs to be done this way or the game will break"?

- Koh

Mobhack
November 30th, 2008, 10:39 AM
I will have a look at this

Andy

Warhero
December 1st, 2008, 06:22 AM
Koh are you sure that there were even 1 enemy unit somewhere near your vehicle? I mean that enemy had enough firing range to fire your unit and/or there was not any forest/buildings/etc. between vehicle and enemy?

Cross
December 1st, 2008, 09:00 AM
Crews can be very small; could it be that the enemy just didn't spot the crew?


Oh, you are saying the troops were unloaded by bailing out the crew; and the troops weren't shot at.

Koh
December 1st, 2008, 09:31 AM
Koh are you sure that there were even 1 enemy unit somewhere near your vehicle? I mean that enemy had enough firing range to fire your unit and/or there was not any forest/buildings/etc. between vehicle and enemy?

Yeah I'm sure. I've attached a savegame so you can witness the phenomena yourself. First try unloading unit number B2, Merkava MICV. You will trigger around half a dozen opfires. Then reload the saved game and try bailing out that same Merkava MICV. You will trigger no op fires.

- Koh

Mobhack
December 1st, 2008, 10:51 AM
Koh are you sure that there were even 1 enemy unit somewhere near your vehicle? I mean that enemy had enough firing range to fire your unit and/or there was not any forest/buildings/etc. between vehicle and enemy?

Yeah I'm sure. I've attached a savegame so you can witness the phenomena yourself. First try unloading unit number B2, Merkava MICV. You will trigger around half a dozen opfires. Then reload the saved game and try bailing out that same Merkava MICV. You will trigger no op fires.

- Koh

That is because "bailing" a crew is splitting the unit and creating a brand new crew object, which is not the same as the UnloadUnit code to drop pax who are an already extant game object. UnloadUnit has an opfire trigger, SplitUnit itself does not. (That bit of code to split units was originally hidden debug only code for developer testing, but we exposed it as a useful end user function)

Manually splitting a unit now has a subsequent call to the opfire trigger code called on the newly-generated crew unit (both games). Not added to the unit destruction code - as the firer was targeting the vehicle and the generation of a crew is an unintended by-product.

Andy

Koh
December 1st, 2008, 11:52 AM
What about troops carried by the bailed out vehicle? When the vehicle is bailed out the troops get unloaded for free. Will they now trigger opfire as well?

- Koh

Mobhack
December 1st, 2008, 03:00 PM
What about troops carried by the bailed out vehicle? When the vehicle is bailed out the troops get unloaded for free. Will they now trigger opfire as well?

- Koh

Unloading passengers is a completely different event from "bailing" (splitting) a crew, as stated above. Unloading passngers already had the opfire trigger, splitting did not.

Andy

DRG
December 1st, 2008, 03:20 PM
We'll get this sorted out so the passengers don't get a free ride on the unloading when the crew bails

Don

iCaMpWiThAWP
December 4th, 2008, 05:19 PM
Can i make the crew "voluntarily" bail out of a vehicle?Didnt knew that D:, how to?

DRG
December 7th, 2008, 09:28 AM
Press the @ key.

It's in the help file you get when you are playing. Second page about 3/4 of the way down

Don

iCaMpWiThAWP
December 7th, 2008, 12:41 PM
Press the @ key.

It's in the help file you get when you are playing. Second page about 3/4 of the way down

Don
thanks don, i must have skipped this part of the manual

DRG
December 7th, 2008, 12:57 PM
It's in the help screen right in the game. Press ' ? ' while playing and all the shortcut keys are listed

Don